mindgear Posted March 1, 2012 Posted March 1, 2012 After my pc had a child through Hiyoko club, I tried out MCS and it works, sort of Here are my problems, when I use the trade option my game locks and I have to task manager to kill it. The child is too agressive attacking almost anyone in sight. I also gave her a weapon through the console but she uses her fists to fight.
ferdain Posted March 16, 2012 Posted March 16, 2012 anyone know of a good horse mod for the companions that works with this?
Archangel89 Posted April 2, 2012 Posted April 2, 2012 Hey thanks a whole lot for this, used to be so frustrated with my kids just wandering off & not being able to manage them.
GMac2021 Posted April 15, 2012 Posted April 15, 2012 After my pc had a child through Hiyoko club' date=' I tried out MCS and it works, sort of Here are my problems, when I use the trade option my game locks and I have to task manager to kill it. The child is too agressive attacking almost anyone in sight. I also gave her a weapon through the console but she uses her fists to fight. [/quote'] I have problems with Tomago/Hiyoko, but I'm not sure I'd blame MCS on them. My PC had a child fathered by Butter (one of the dogs in Lovers Immoral Sisters - don't ask...) My first "child" was a cute little puppy, born in the Bravil Chapel. I wanted to keep him! Everyone inside the chapel attacked it, and it died. I went apeshit and killed everyone in Bravil who wasn't essential. Do NOT hurt MAH DOG!!! Reload save game... No birth in Bravil, so I go to Chorral to sell my crap in my store. I spit out this insane, hairy, red-skinned, horned demon child (Butter is still the father) that goes on a rampage and wipes out everyone outside the Oak & Cloister. Wow, this is good. Then she killed me... Reload... This time, I have a miscarraige. Bummer. I cut my losses and hope for better luck next time - and next time I'll make sure its a human daddy... For testing purposes, of course... I haven't had a problem with other people's kids swarming me, though. With CM Partners, I'd warp to a new location and have 50 rugrats all looking up at me at about a distance of 32... crowding me... I could see nothing but kids... Unable to move... With MCS, I've seen one kid... briefly... trying to follow me after fast travel. And with MCS I can set the follow distance at 512 or 1024. Out of my face, you bitches! With CM Partners I couldn't even search the ground for loot without idiot partners constantly walking in front me, 16 inches away.
Poontank Posted April 27, 2012 Posted April 27, 2012 Select 'MCS Order' from your touch spell inventory, use the spell on an NPC and select the top action 'Follow' in the appearing MCS main menu.
Kain82 Posted April 28, 2012 Posted April 28, 2012 Select 'MCS Order' from your touch spell inventory' date=' use the spell on an NPC and select the top action 'Follow' in the appearing MCS main menu. [/quote'] Thanks for the help.
quasimodo75 Posted May 6, 2012 Posted May 6, 2012 I got a question about the Companionship spell: All my Companions I got with this spell got a bright green twirling spiral behind their back, after I had revived 2 dead NPCs that were killed by a in the course of a default Oblivion quest. Pretty unnerving. Anybody knowing of a solution for this?
AzOutback Posted May 6, 2012 Author Posted May 6, 2012 I got a question about the Companionship spell: All my Companions I got with this spell got a bright green twirling spiral behind their back' date=' after I had revived 2 dead NPCs that were killed by a in the course of a default Oblivion quest. Pretty unnerving. Anybody knowing of a solution for this? [/quote'] Check the Configurations settings in the MCS Companion List book. Configuration==> Companion Detect: Off On will give you that green swirl effect.
quasimodo75 Posted May 6, 2012 Posted May 6, 2012 Check the Configurations settings in the MCS Companion List book. Configuration==> Companion Detect: Off On will give you that green swirl effect. I just did as you said. Swirl is gone. Thank You! But here is the next question: I just installed the katest updates, including HUD companion: Now, when I start the game I get a message: HUDCompanions: init@C and then there are some letters which probably are the result of this mod prbably originally being japanese?
AzOutback Posted May 6, 2012 Author Posted May 6, 2012 I just did as you said. Swirl is gone. Thank You! But here is the next question: I just installed the katest updates' date=' including HUD companion: Now, when I start the game I get a message: HUDCompanions: init@C and then there are some letters which probably are the result of this mod prbably originally being japanese? [/quote'] Do you have the Pluggy .dll installed? http://oblivion.nexusmods.com/downloads/file.php?id=23979 I use the 125c version. Goes in Oblivion/data/obse/plugins Also make sure you've renamed the .dll to enable hud use. Originally OBSE_Elys_Pluggy.dll, rename to OBSE_Elys_Pluggy_Hud.dll
luinil Posted July 9, 2012 Posted July 9, 2012 This mod does not work for me I cant find any new books /spells etc.Tried in early in load order in the middle and near the end ...still nothing.Any ideas for a good alternative to try?Just want something for my offspring to relax at home or in town.hmm ! did install oblivion script optimization maybe that might be a problem ?
DeadSomething Posted July 9, 2012 Posted July 9, 2012 i'll try this, but i'd like to know what "MCS" stands for... could mean anything and i still dont get if i need MCS to get this running. [edit]while just installign i read the title "Mad Companionship Spells" guess my brain is still toasted by the hot weather
luinil Posted July 9, 2012 Posted July 9, 2012 i'll try this' date=' but i'd like to know what "MCS" stands for... could mean anything and i still dont get if i need MCS to get this running. [edit']while just installign i read the title "Mad Companionship Spells" guess my brain is still toasted by the hot weather When you installed did it work?
DeadSomething Posted July 9, 2012 Posted July 9, 2012 i dont know if its MCS or anything else, which i added to my loadorder at the same time, but whenever a rape happens, my companions just kill the raper and i get stuck. my char's upperbody floats being stuck in the bodystance of a crucified person and i cant move - also i had to use console "tfc" to be able to switch back to first person view, where i can move around, but i constantly get switched to 3rd person view... the scripts from MCS may just interfere with the lovers mods...
gregathit Posted July 9, 2012 Posted July 9, 2012 i dont know if its MCS or anything else' date=' which i added to my loadorder at the same time, but whenever a rape happens, my companions just kill the raper and i get stuck. my char's upperbody floats being stuck in the bodystance of a crucified person and i cant move - also i had to use console "tfc" to be able to switch back to first person view, where i can move around, but i constantly get switched to 3rd person view... the scripts from MCS may just interfere with the lovers mods... [/quote'] Nope, MCS does not do this so check what else you may have installed. Also there is a lovers plugin call stop kill raper that can stop your companions from killing rapers. If you can't figure it out just open a thread in the tech support area with your load order.
luinil Posted July 10, 2012 Posted July 10, 2012 I sometime wonder if lovers Pk/Oblivion just has a mind of its own.Tried getting Mad companions to work in a variety of load orders to no avail.So in disgust I though ok tomorrow I shall uninstall Mad companions and try share and recruit.Ofc I forgot to uninstall it and guess what happens when i fire up my last save game the next day?Yups you guess it it decides today it will play nice and install.Just like that!
Ghoulz Posted July 21, 2012 Posted July 21, 2012 Is this more resource friendly than CM? And do NPCs drop in disposition and try to kill you after you commit crimes? That's one thing I can't tolerate about CM Partners. That, and the lack of a call/teleport spell.
gregathit Posted July 21, 2012 Posted July 21, 2012 MCS is everything that CM wishes it could be. I highly recommend it.
Ghoulz Posted July 21, 2012 Posted July 21, 2012 MCS is everything that CM wishes it could be. I highly recommend it. Do they use new combat behaviors, or the one they're already using? Will they go to a location you have to use a spell to teleport to if used as a home? And how powerful is the special healing spell they use?
gregathit Posted July 21, 2012 Posted July 21, 2012 1. I can't tell you if they have new ai packages or not as I never bothered to check. 2. Not exactly sure what you are asking. You can tell them to stay anywhere you like and you can mark a spot and tell them to go to it. 3. I don't think there are any spells added. This plugin doesn't modify NPC's or even add them. It is just the "core" of a companion system. You can make anyone your companion, although it is not recommended to use any respawing NPC's (like bandits or such) as that can cause problems.
Gaebrial Posted July 21, 2012 Posted July 21, 2012 There are no new combat behaviours in MCS. The default 'Follow' package has 'Defensive Combat' set on, and they will go into a more 'alert' mode if enemies are nearer. However, they will use whatever combat behaviour setting they have been defined with. As gregathit said, you can mark locations and tell them to teleport there. You can't mark a location as 'Home' like you can with Vilja, for example. The healing spells they use on each other are identical in power to the vanilla 'Convalescence' spells. The higher their restoration skill, the more powerful the spell they will cast.
Ghoulz Posted July 21, 2012 Posted July 21, 2012 The healing spells they use on each other are identical in power to the vanilla 'Convalescence' spells. The higher their restoration skill' date=' the more powerful the spell they will cast.[/quote'] Oh, so warriors and such with no restoration invested will heal you with crappy healing spells? You know if NPCs would function fine without CM's partner script, but still have CM's AI packages and Combat Behaviors? Im rather too lazy to give them all new AI packages. Im not sure if those depend on the Partner Script. Or does MCS give them AI packages automatically when you send them away?
gregathit Posted July 21, 2012 Posted July 21, 2012 The healing spells they use on each other are identical in power to the vanilla 'Convalescence' spells. The higher their restoration skill' date=' the more powerful the spell they will cast.[/quote'] Oh, so warriors and such with no restoration invested will heal you with crappy healing spells? You know if NPCs would function fine without CM's partner script, but still have CM's AI packages and Combat Behaviors? Im rather too lazy to give them all new AI packages. Im not sure if those depend on the Partner Script. Or does MCS give them AI packages automatically when you send them away? 1. You can always use another mod to "teach" them spells you would rather they used. 2. Unless mod things the NPC will just use default scripts. 3. Again unless you mod things the NPC will just go where you sent them and wait for you.
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